cover
Contact Name
Yosep Septiana
Contact Email
yseptiana@itg.ac.id
Phone
+6282124588750
Journal Mail Official
algoritma@itg.ac.id
Editorial Address
Jl. Mayor Syamsu No.1, Jayaraga, Kec. Tarogong Kidul, Kabupaten Garut, Jawa Barat 44151
Location
Kab. garut,
Jawa barat
INDONESIA
Jurnal Algoritma
ISSN : 14123622     EISSN : 23027339     DOI : https://doi.org/10.33364/algoritma
Core Subject : Science,
Jurnal Algoritma merupakan jurnal yang digunakan untuk mempublikasikan hasil penelitian dalam bidang Teknologi Informasi (TI), Sistem Informasi (SI), dan Rekayasa Perangkat Lunak (RPL), Multimedia (MM), dan Ilmu Komputer (Computer Science).
Articles 1,026 Documents
Analisis Sentimen Terhadap Sistem Informasi Akademik Institut Teknologi Garut Indri Tri Julianto; Lindawati Lindawati
Jurnal Algoritma Vol 19 No 1 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | Full PDF (403.121 KB) | DOI: 10.33364/algoritma/v.19-1.1112

Abstract

Analisis sentimen merupakan suatu proses untuk mengekstraksi data dalam bentuk teks untuk mendapatkan opini dari pengguna layanan. Penelitian ini bertujuan untuk melakukan analisis sentimen terhadap kepuasan pengguna Sistem Informasi Akademik Mahasiswa (SIAM) berbasis Android yang digunakan oleh Institut Teknologi Garut (ITG). Metode yang digunakan yaitu dengan mengumpulkan komentar-komentar di Google Play terhadap aplikasi ini, kemudian akan di klasifikasikan kedalam tiga kategori sentimen, yaitu Positif, Negatif dan Netral. Hasil penelitian menunjukkan bahwa 57,14% pengguna memberikan sentimen Positif, kemudian 37,14% pengguna memberikan sentimen Negatif dan sisanya yaitu 5,71% termasuk kedalam sentimen Netral.
Rancang Bangun Aplikasi Pembelajaran Surat-Surat Pendek untuk Usia Dini Berbasis Multimedia Nukholis Abdul Majid; Dewi Tresnawati
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1108

Abstract

The purpose of this research is to create a desktop-based short letters application. The development of information technology in recent years is very fast. One of the fields that has had a significant impact with this technological development is the field of education, in the process of learning the Koran we are taught to memorize the Koran from these Juz Amma letters. From this problem, the idea emerged to design a short letter learning application for an early age that aims to be a reference in learning and memorizing short letters (Al-Fatihah to Ad-Duha) and learning their meaning using a desktop platform that contains animation. and vocabulary recognition that uses multimedia content, using the Luther-Sutopo version of the Multimedia Development Life Cycle method, the stages used in this research are: Concept, Design, Material Collecting, Assembly and Testing. Data for this research were collected by questionnaire method. Testing of this application consists of Alpha testing, namely testing carried out in the developer environment and beta testing, namely testing by the target user. The results of the test obtained a coefficient value of 84.4 with a very good category. Therefore, this application helps in learning short letters for early childhood accompanied by animation and sound that is in accordance with material that has not been much before, as well as additional vocabulary and tajwid knowledge material by prioritizing visual uniqueness and multimedia features as attractive as possible.
Rancang Bangun Aplikasi Kasir Penjualan pada Usaha Mikro Kecil Mengengah 3Manstore Berbasis Web Asri Mulyani; Ridwan Setiawan; Ruli Ahmad Rusmana; Deni Heryanto
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1117

Abstract

The sales cashier application for micro, small and medium businesses is the answer to the problems that exist in one of the micro, small and medium businesses making bags in the Leles area, Garut Regency. The results of observations and interviews with micro, small and medium business owners, the problems that exist are that the transaction process is still manual using written notes, so it is very risky for notes to be lost or damaged, the profit calculation process is sometimes out of balance due to human error during the recapitulation process and there is no debt record so that when the reseller debt payment process is sometimes out of sync. The purpose of making this application is to help process sales activities in micro, small and medium enterprises, help manage accounts payable, and assist in the process of recapitulating income statements. Rational Unified Process (RUP) in which the implementation stages only include inception, elaboration, and construction is part of the methodology used. Then using Uinifbieid Miodeilling Language modeling and alpha testing using the Black Box Ties method is carried out at the construction stage, while programming languages PHP and MySQL are the databases. The results of this research are in the form of a Sales Cashier Application for Web-Based Micro, Small, and Medium Enterprises that chooses multi-user access rights and is equipped with transaction features, debt management, and income statements.
Rancang Bangun Sistem Pakar Psikologi Umum menggunakan Metode Forward Chaining Fahmi Fadlillah; Ade Sutedi; Yoga Handoko Agustin; Deni Heryanto
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1130

Abstract

The development of the medical world at this time involves a lot of computers to help diagnose a disease. especially psychology has used technology in practice. Psychological disorder is a condition that affects the human mind characterized by erratic behavior, mood swings, and mental disorders that are not considered part of normal human development. This study aims to produce a web-based expert system that can be used by the public with the supervision of psychologists to diagnose psychological disorders who are able to make decisions according to the rules. The inference engine used is the forward chaining method and the methodology used in the development of this application is the Ratinoal Unified Process (RUP) using the stages of inception, elaboration, construction. The model and design in this study uses the Unified Modeling Language (UML). The result of this research is a Web-Based General Psychology Expert System Design Using Forward Chaining Method.
Media Pembelajaran Aksara Sunda Menggunakan Augmented Reality Berbasis Android Ahmad A Hidayat; Ade Sutedi; Erwin Gunadhi; Deni Heryanto
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1135

Abstract

Sundanese script learning media is a learning system with android-based mobile technology that is used as a supporting medium for learning Sundanese script. The learning process in schools generally still uses books, so alternative media are needed that can attract students' attention in learning writing, letters, and forms of the Sundanese script. In this research, Sundanese script learning media was developed using Augmented Reality as a support for the learning process for class VII junior high school which can be run on Android-based devices. The development methodology in this research is the Multimedia Development Life Cycle which includes the stages of Concept, Design, Material Collecting, Assembly, Testing, and Distribution. The results of this study are in the form of learning media applications to learn how to write and pronounce Sundanese script accompanied by Augmented Reality (3D) forms accompanied by videos. In addition, based on the survey results obtained 93.6% indicating that the use of the Sundanese Script Learning Media application using Android-Based Augmented Reality can support the learning of the Sundanese Script properly.
Media Pembelajaran Menggunakan Teknologi Augmented Reality untuk Tanaman Daun Herbal Ayu Latifah; Dewi Tresnawati; Hariyana Sanjaya; Risa Aisyah
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1138

Abstract

Herbal leaf plants have the potential to become an alternative treatment and increase national economic competitiveness because Indonesia is a country that has high biodiversity. Getting to know herbal leaf plants is one of the learning materials given to elementary school children in Natural Sciences subjects. Along with the times, the media for conveying information continues to experience development from time to time, starting with using books, direct learning in the field, educational videos and other recent technologies that have recently been proposed, one of which is Augmented Reality. With the development of this Augmented Reality technology, research was conducted aimed at building an interactive learning media for getting to know herbal leaf plants for grade 4 elementary school students as teaching aids in the classroom in understanding the content of existing material. By making this research, it is hoped able to increase students' interest in studying herbal leaf plants found around their environment. The research was conducted using the Research & Development methodology which consisted of the stages of potential and problem analysis, data collection, product design, design validation, design revision, product trials, product revisions, usage trials, product results and product publications. The results of this study are in the form of application products that are used as learning media for the introduction of herbal leaf plants for elementary school students which are packaged into the form of an Android platform to operate them.
Sistem Informasi Geografis Pemetaan Lahan Garapan Serikat Petani Pasundan Kabupaten Garut Fitri Nuraeni; Asep Deddy Supriatna; Amarullah Bachtiar
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1139

Abstract

In the current implementation of Agrarian Reform, farmer unions must be able to collect and consolidate data on objects and subjects of Agrarian Reform that will be proposed through an acceleration of Agrarian Reform Priority Locations (LPRA). However, the farmer unions that are members of the Pasundan Farmers Union (SPP), in managing object and subject data, still use paper records, so that data is prone to lose, the lack of access to information about arable land, and the difficulty in conducting location surveys. Therefore, a geographic information system is needed by the Pasundan Farmers' Union in Garut Regency as a source of information on arable land and material for proposed administrative completeness for Agrarian Reform Priority Locations (LPRA), the development of this system uses the Rational Unified Process (RUP) methodology with the stages of inception, elaboration, construction, and transition and using the Unified Modeling Language (UML) modeling. With this geographic information system for mapping arable land, the management of object and subject data within the Pasundan farmers' union in Garut Regency is better and can become fast precise and accurate information.
Perancangan Media Pembelajaran Interaktif Pengenalan Bahasa Inggris untuk Pendidikan Anak Usia Dini (PAUD) Berbasis Android Leni Fitriani; Dini Destiani Siti Fatimah; Sinta Novitasari
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1140

Abstract

In the current era, early childhood is more influenced by games on the Android layer than other regional games. Information technology can be an intermediary to be able to provide new experiences on Android devices, namely interactive learning media. the hope of this observation is to make interactive learning media applications to introduce foreign languages ​​especially English for PAUD. The problem faced by teachers who teach in PAUD is that English children can easily be imitated by teachers who are not proficient in English, so learning media applications are needed such as pronunciation of numbers in English with audio, or singing, and to make it easier for teachers in teaching English in an interesting and not boring way to children from an early age. This learning application is designed to overcome the negative impact of smartphone use on children and introduce English from an early age as one of the learning materials. This interactive learning media is designed to help children sharpen their memory and increase their focus on learning services. Apart from providing knowledge and learning, it can also provide entertainment for users or children. This interactive learning media provides a clear picture of English from an early age, helps children master the introduction of English from an early age, and makes it easier for children to learn foreign languages, especially this introduction to English. Please understand at an early age. The design of interactive learning media for the introduction of English follows the MDLC methodology for multimedia development which consists of six stages including concept, design, material documentation, application development, testing, and delivery of the final application results using the Luther-Sutopo version. The prototype or purpose of this application is an interactive learning medium to introduce English to early childhood education.
Media Pembelajaran Interaktif Pengenalan Alat Pembuatan Kain Batik Berbasis Android Leni Fitriani; Dini Destiani Siti Fatimah; Larasyla Putriana Maharani
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1142

Abstract

Interactive learning media can be an information technology that can convey new learning techniques using Android devices that aim to increase motivation and interest in learning as well as solutions or problem solvers. This interactive learning media is designed for all people, especially in the general environment as a learning media that is packaged as an android application so that learning is more effective and efficient. Not only providing knowledge and learning, but can give a pleasant impression to users. Learning media has great motor skills because it can transmit new experiences so that the information stored in it can be conveyed and remembered by all users, most of whom have a great desire to understand everything around them, even whatever they have just seen. This interactive learning media aims to provide a clear picture for students about the introduction of batik cloth making tools, increase motivation and interest and can eliminate boredom in learning. This interactive learning media for the introduction of batik cloth making tools uses the Luther-Sutopo version of the MDLC (Multimedia Development Lifecycle) method which has 6 steps, namely concept, design, material collecting, assembly, testing and distribution. This research creates an application that displays interactive learning media for the introduction of batik cloth making tools that can be accessed anywhere.
Rancang Bangun Aplikasi Sistem Pakar Diagnosa Penyakit Stunting Berbasis Web Menggunakan Metode Certainty Factor Dini Destiani Siti Fatimah; Yosep Septiana; Gilang Ramadhan; Yeni Pariyatin
Jurnal Algoritma Vol 19 No 2 (2022): Jurnal Algoritma
Publisher : Institut Teknologi Garut

Show Abstract | Download Original | Original Source | Check in Google Scholar | DOI: 10.33364/algoritma/v.19-2.1144

Abstract

Stunting is a disease of child growth and development which is characterized by low body height and with increasing age the body still does not develop properly according to its age and lasts a long time. Stunting can be triggered by several factors including infection or malnutrition in pregnant women, malnutrition in infancy, and poor stimulation from the environment. Along with the development of technology in the world of health such as expert system applications that can function to help someone to diagnose a disease. An expert system for diagnosing stunting can help the community find out whether their child is stunted or not, so stunting can be followed up quickly. Therefore the purpose of this research is to create an expert system that can detect stunting. The method used in this expert system is the certainty factor method by utilizing data on stunting symptoms. The web-based application is designed using the ESDLC (Expert System Development Life Cycle) expert system application development method and the blackbox testing method. The result of this research is the application of a web-based expert system for diagnosing stunting. This research is expected to be a tool that makes it easier for parents who have toddlers to diagnose stunting.

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